/Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraComponent.h
UNiagaraSystem
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Rendering, Common), Blueprintable, HideCategories=Object, HideCategories=Physics, HideCategories=Collision, ShowCategories=Trigger, EditInlineNew, Meta=(BlueprintSpawnableComponent, DisplayName="Niagara Particle System Component"), MinimalAPI) class UNiagaraComponent : public [UFXSystemComponent](API\Runtime\Engine\Particles\UFXSystemComponent)
EAttachmentRule
AutoAttachLocationRule
Options for how we handle our location when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
TWeakObjectPtr<...
AutoAttachParent
Component we automatically attach to when activated, if bAutoManageAttachment is true.
EAttachmentRule
AutoAttachRotationRule
Options for how we handle our rotation when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
EAttachmentRule
AutoAttachScaleRule
Options for how we handle our scale when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
FName
AutoAttachSocketName
Socket we automatically attach to on the AutoAttachParent, if bAutoManageAttachment is true.
uint32:  1
bAutoAttachWeldSimulatedBodies
Option for how we handle bWeldSimulatedBodies when we attach to the AutoAttachParent, if bAutoManageAttachment is true.
uint32:  1
bAutoManageAttachment
True if we should automatically attach to AutoAttachParent when activated, and detach from our parent when completed.
uint32:  1
bEnablePreviewLODDistance
uint32:  1
bWaitForCompilationOnActivate
FNiagaraScalabi...
DebugCachedScalabilityState
Cache our scalability state in the component so we have access to it easily and also after it has been removed from the scalability manager.
float
MaxTimeBeforeForceUpdateTransform
Time between forced UpdateTransforms for systems that use dynamically calculated bounds, Which is effectively how often the bounds are shrunk.
ENiagaraOcclusi...
OcclusionQueryMode
FOnNiagaraSyste...
OnSystemFinished
Called when the particle system is done.
ENCPoolMethod
PoolingMethod
How to handle pooling for this component instance.
float
PreviewLODDistance
float
PreviewMaxDistance